Action = GIVE/ by using the <> grouping characters, you tell it to set the name property on the longsword instead of the npc ----------------- Can you explain me a little bit about clothes i dont understand very well the post you give me ----------------- you would use the EQUIP keyword to dress them with clothes, or armor, or weapons, but if they already have something on the layer then you first have to UNEQUIP that layer. For example banker/UNEQUIP,OneHanded/EQUIP/longsword yes, except you probably want to use xmlquestnpc instead of npc. (edit) oh, and make sure that if you are equipping them with items that have a str requirement, that you set their rawstr high enough to equip it. By default the npcs are very weak. xmlquestnpc,2/name/bobo/rawstr/50/UNEQUIP,OneHanded/EQUIP/longsword ----------------- why xmlquestnpc? ----------------- that is the type of mobile used as a standard quest npc that is included in the xmlspawner package. There is no 'npc' class mobile by default unless you have scripted it yourself. ----------------- How i set skill swordmanship to 100.0 on my npc? ronin/ATTACH/xmldata,RestrictAttack,Kill Shinobi<----- here where i put the skill? ----------------- ronin/skills.swords.base/100/ATTACH/xmldata,RestrictAttack,Kill Shinobi ----------------- how i do a team quest? and when i say yes and the npc give me the book i can get another one example: Hi good morning you want a task ? yes and then i get the book and repeat the same the npc and the same i get again the book how i make just 1 i can get the book? And when you finish a quest the npcs says thanks or something like that ----------------- set the PartyEnabled flag to true on the quest questholder/name/onlyone/objective1/KILL,balron/autoreward/true/rewardstring/ARMOR,4,5/repeatable/false/partyenabled/true to prevent the spawner or xmldialog from being triggered again once you hand out the quest, set the NoTriggerOnCarried property to the name of the questholder. You can also set the Condition field on your starting dialog to check for the questbook using something like ~GETONCARRIED,yourquestname,questholder,visible=true To have an npc say something when you are finished, set up a dialog entry with whatever you want to say that has the Condition field like GETONCARRIED,yourquestname,questholder,completed=true the questholder that you give out only has one objective GIVE/<questholder/name/Kill Shinobi/notestring/Shinobi debe morir. Buscalo y eliminalo/objective1/KILLNAMED,Shinobi,1/autoreward/true/rewardstring/@bag/ADD/gold,2000 which is the KILLNAMED,Shinobi,1 If you wanted to add more objectives to that questholder, you would set additional objective properties like objective2/GIVENAMED,yourquestmob,yourquestitem/objective3/COLLECT,ginseng,20 ----------------- but i put objective 2 GIVNAMED,TAKEDA SWORD sorry i forget save to file :S how i put when they done the quest they get karma and fama Example: Takeda:THanks for give me my sword you deserve a Honor 1000 karma and 1000 fame And to make it more realist when Shinobi say Atack all his guards and mercenary scream AAAAAHHHHH!!! ----------------- In the Action field of an xmldialog entry or in a spawner entry you can do something like SETONTRIGMOB/ATTACH/xmladdkarma,1000/ATTACH/xmladdfame,1000 (edit) for an example of having Shinobi say something when he attacks and having his guards say something, look at the masterhelper.xml example in xmlextras. It basically does exactly that. no, if you wanted the karma and fame to be automatically given when the quest is completed you need to set the AttachmentString on the questholder. from xmlspawner2.txt QUOTE - added a new AttachmentString property that works in the same way as the RewardString only for attachments. This allows both reward items and reward attachments to be specified by string in a single quest. you can only give out a single attachment as an automatic reward, like xmladdkarma. It would look like this GIVE/<questholder/name/Kill Shinobi/notestring/Shinobi debe morir. Buscalo y eliminalo/objective1/KILLNAMED,Shinobi,1/autoreward/true/attachmentstring/xmladdkarma,1000/rewardstring/@bag/ADD/gold,2000 If you want to do more complicated things as a reward, like saying something or giving out multiple attachments, then you will have to do it as part of an xmldialog Action or put it on a triggered reward spawner using the SETONTRIGMOB/ATTACH/xmladdkarma,1000/ATTACH/xmladdfame,1000 as an entry. ------------------- what is masterhelper.xml where is? i just download xml 1 2 3 And the karma and fame thing i can make example when you finish the quest on condition #70 ID 70 ifyoukillshinobiandgivetheswordtaked/SETONTRIGMOB/ATTACH/xmladdkarma,1000/ATTACH/xmladdfame,1000 and in the #80 ID 80 ifyourecive//ATTACH/xmladdkarma,1000/ATTACH/xmladdfame,1000/ Takeda will say THank for you help ------------------- you can add an entry that has a DependsOn of -1 and has a Condition that checks to see if they are carrying a completed questholder, like GETONCARRIED,Kill Shinobi,completed=true Then you could have the Action field of that entry do whatever you wanted, like give out the reward or karma or fame with something like GIVE/gold,2000 ; SETONTRIGMOB/ATTACH/xmladdfame,1000 ; SETONTRIGMOB/ATTACH/xmladdkarma,1000 ; TAKE/Kill Shinobi Note that if you do it this way, then you cannot use the AutoReward feature of the quest since that automatically deletes the questholder when completed. They would have to actually return to the npc for their reward and you would have to TAKE the questholder yourself. The masterhelper.xml example is in the xmlextras.zip package. You have to download that separately from the main package. You will find it in the main xmlspawner release thread. SETONTRIGMOB/ATTACH/XmlAddTithing,250 ; SETONTHIS/MSG/Well Done {GETONTRIGMOB,name}! Use these Tithing Points wisely!